Company of Heroes: Eastern Front

Author Topic: suggestion to improve the playability of units anti-tanks  (Read 3901 times)

Offline war

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suggestion to improve the playability of units anti-tanks
« on: November 21, 2010, 08:35:26 PM »
as I find that this mod editing units from all factions of the game as the goal of improving the balance between them, decided to make a humble suggestion. You could extend the reach of attack of all infantry anti-tank or decrease the range of vehicles that can attack far more than they? make this suggestion because it is so annoying you have to leave the shelter only to attack a vehicle that runs more than his soldiers and fleeing, can kill many of the squad before he gets close enough to attack. In my opinion the best would be that only artillery cannons were used to force the enemy out of shelters and attacking vehicles not in motion and moving very rapidly, generating big disadvantage to pursuing soldiers. thanks for listening.

Offline Paciat

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Re: suggestion to improve the playability of units anti-tanks
« Reply #1 on: November 21, 2010, 08:57:51 PM »
No tank has longer gun range than a 57mm AT gun.  ::)
Youre saing "I want to will all games using only infantry blobs". Winning a COH match should be harder than spamming different kinds of Panzer Grenadiers or Rifles + Rangers.

Offline war

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Re: suggestion to improve the playability of units anti-tanks
« Reply #2 on: November 21, 2010, 09:30:23 PM »
anti-tank squads are much more vulnerable than the vehicles and tanks why not have armor. the only real advantage they have is the ability to shelter and it is denied because the tanks can attack from a safe distance without worrying about getting shot. squads anti-tanks can be killed by anti-infantry vehicles without much difficulty. what makes me angry is that even the vehicles anti-tanks can destroy infantry units anti-tanks simply fleeing and attacking them in motion.  the fact is that they try to run over soldiers and not just stay away from them.
« Last Edit: November 21, 2010, 09:43:29 PM by war »

Offline GodlikeDennis

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Re: suggestion to improve the playability of units anti-tanks
« Reply #3 on: November 22, 2010, 04:48:06 AM »
Vehicle movement is the only thing that makes them effective. A poorly microed anything will lose in a straight up fight with infantry AT. The micro makes the difference, as it should in any skill-based game.
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Offline Desert_Fox

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Re: suggestion to improve the playability of units anti-tanks
« Reply #4 on: November 22, 2010, 11:53:20 AM »
No tank has longer gun range than a 57mm AT gun.  ::)
Youre saing "I want to will all games using only infantry blobs". Winning a COH match should be harder than spamming different kinds of Panzer Grenadiers or Rifles + Rangers.

+1

Quality wins against quantity  :) (fortunally)
« Last Edit: November 22, 2010, 12:59:15 PM by Moonwalker »

Offline war

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Re: suggestion to improve the playability of units anti-tanks
« Reply #5 on: November 22, 2010, 07:08:27 PM »
vehicle speed was meant to escape the attacks launched against them and not simply for them to stay away from the soldiers. which player currently has the courage to run down the soldiers of the enemy?? More exciting is you try to maneuver your vehicle to run over enemy soldiers than simplesente been running aimlessly! even with this change vehicles still remained very useful as it has armor that protect them from gunfire simple, immune suppression and take little damage from mortars and incendiary weapons. I do not know how you guys say that they would lose the utility vehicles for the infantry AT that has a roughly equal damage and is much more vulnerable. Another thing: AT guns do not lose their functionality because they continue to make great enclosures since they can attack any unit or building of a very long distance.  ;D
« Last Edit: November 22, 2010, 07:20:47 PM by war »

Offline Paciat

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Re: suggestion to improve the playability of units anti-tanks
« Reply #6 on: November 22, 2010, 07:49:23 PM »
vehicle speed was meant to escape the attacks launched against them and not simply for them to stay away from the soldiers.
Heres some Shemans that desided to stay away from German soldiers.:D
A Bridge Too Far - Taking Nijmegen
Sherman 105 and StuH was developed to bomb enemy strongpoints while staing out of range themselves.
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which player currently has the courage to run down the soldiers of the enemy??
More exciting is you try to maneuver your vehicle to run over enemy soldiers than simplesente been running aimlessly!
Do you think that war looked like this (Soldiers jumping under tank trucks)? Even Wittmanns Tiger got destroyed by Commonweath infantry becouse it decided to get in close with them. German to Soviet tank wins/looses were 4:1 also becouse German tank optics were better ant T-34 could be taken out from great distances.
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AT that has a roughly equal damage and is much more vulnerable.
57mm and cloaked 50mm dmg = 150
Sherman/Cromwell/StugIV/PzIV dmg = 87,5
Panther and Tiger dmg = 137,5
17 pounder with AP rounds or 88 dmg = 225
AT guns fire twice as fast...
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Another thing: AT guns do not lose their functionality because they continue to make great enclosures since they can attack any unit or building of a very long distance.  ;D
57mm gun range = 60
81mm mortar range (behind a building that 57 fires at) = 85
Id rather have a mortar behind a building.
« Last Edit: November 22, 2010, 07:53:54 PM by Paciat »

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Re: suggestion to improve the playability of units anti-tanks
« Reply #7 on: November 22, 2010, 09:19:57 PM »
vehicle speed was meant to escape the attacks launched against them and not simply for them to stay away from the soldiers. which player currently has the courage to run down the soldiers of the enemy?? More exciting is you try to maneuver your vehicle to run over enemy soldiers than simplesente been running aimlessly! even with this change vehicles still remained very useful as it has armor that protect them from gunfire simple, immune suppression and take little damage from mortars and incendiary weapons. I do not know how you guys say that they would lose the utility vehicles for the infantry AT that has a roughly equal damage and is much more vulnerable. Another thing: AT guns do not lose their functionality because they continue to make great enclosures since they can attack any unit or building of a very long distance.  ;D

I'll be blunt.  Play better, stop hiding in skirmish AI matches, and you will eventually realize how much of a noob you sound like in this thread.

Offline war

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Re: suggestion to improve the playability of units anti-tanks
« Reply #8 on: November 22, 2010, 09:24:25 PM »
1. you only mentioned the common soldiers who are not the target topic. They have no anti-tank weapons.
2. sincerely infantry anti-tank with gameplay is worse than the tanks. This is fact. I also noticed that you guys EDIT button, the ability of the British enemy vehicle not to be used in vehicles to deter the enemy vehicles were left by slower sections of infantry on board tanks (which is as fast as other vehicles). remembering that the British AT guns are FIXED and may not accompany the soldiers, then there was a great ruling.
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Offline GodlikeDennis

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Re: suggestion to improve the playability of units anti-tanks
« Reply #9 on: November 23, 2010, 05:29:19 AM »
I'll be blunt.  Play better, stop hiding in skirmish AI matches, and you will eventually realize how much of a noob you sound like in this thread.

+1 TBH. It sounds like you play Brits as well. Button in combination with PIATs are actually one of the better infantry AT solutions. Play more games against other players and use other factions.
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Offline Blackbishop

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Re: suggestion to improve the playability of units anti-tanks
« Reply #10 on: December 21, 2010, 06:45:23 AM »
One month without replies, as the OP clearly didn't interested in his topic, it would be a waste of time ask to add version tags. @war if you want the topic open again send me a pm.

Just for the record, this thread is closed due to breaking subforum rules, Tag Version not present. Better late than never.

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